"use strict";
cc._RF.push(module, 'b8bf3V4ViJCD6S3sJ2COJyd', 'LoadingViewUI');
// scripts/LoadingViewUI.js

"use strict";

var e = require;
var t = module;
var o = exports;

var _ii,
    nn = void 0 && (void 0).__extends || (_ii = function ii(t, e) {
  return (_ii = Object.setPrototypeOf || {
    __proto__: []
  } instanceof Array && function (t, e) {
    t.__proto__ = e;
  } || function (t, e) {
    for (var o in e) {
      Object.prototype.hasOwnProperty.call(e, o) && (t[o] = e[o]);
    }
  })(t, e);
}, function (t, e) {
  function o() {
    this.constructor = t;
  }

  _ii(t, e), t.prototype = null === e ? Object.create(e) : (o.prototype = e.prototype, new o());
}),
    rr = void 0 && (void 0).__awaiter || function (t, e, o, i) {
  return new (o || (o = Promise))(function (n, a) {
    function r(t) {
      try {
        l(i.next(t));
      } catch (e) {
        a(e);
      }
    }

    function s(t) {
      try {
        l(i["throw"](t));
      } catch (e) {
        a(e);
      }
    }

    function l(t) {
      var e;
      t.done ? n(t.value) : (e = t.value, e instanceof o ? e : new o(function (t) {
        t(e);
      })).then(r, s);
    }

    l((i = i.apply(t, e || [])).next());
  });
},
    ss = void 0 && (void 0).__generator || function (t, e) {
  var o,
      i,
      n,
      a,
      r = {
    label: 0,
    sent: function sent() {
      if (1 & n[0]) throw n[1];
      return n[1];
    },
    trys: [],
    ops: []
  };
  return a = {
    next: s(0),
    "throw": s(1),
    "return": s(2)
  }, "function" == typeof Symbol && (a[Symbol.iterator] = function () {
    return this;
  }), a;

  function s(t) {
    return function (e) {
      return l([t, e]);
    };
  }

  function l(a) {
    if (o) throw new TypeError("Generator is already executing.");

    for (; r;) {
      try {
        if (o = 1, i && (n = 2 & a[0] ? i["return"] : a[0] ? i["throw"] || ((n = i["return"]) && n.call(i), 0) : i.next) && !(n = n.call(i, a[1])).done) return n;

        switch (i = 0, n && (a = [2 & a[0], n.value]), a[0]) {
          case 0:
          case 1:
            n = a;
            break;

          case 4:
            return r.label++, {
              value: a[1],
              done: !1
            };

          case 5:
            r.label++, i = a[1], a = [0];
            continue;

          case 7:
            a = r.ops.pop(), r.trys.pop();
            continue;

          default:
            if (!(n = (n = r.trys).length > 0 && n[n.length - 1]) && (6 === a[0] || 2 === a[0])) {
              r = 0;
              continue;
            }

            if (3 === a[0] && (!n || a[1] > n[0] && a[1] < n[3])) {
              r.label = a[1];
              break;
            }

            if (6 === a[0] && r.label < n[1]) {
              r.label = n[1], n = a;
              break;
            }

            if (n && r.label < n[2]) {
              r.label = n[2], r.ops.push(a);
              break;
            }

            n[2] && r.ops.pop(), r.trys.pop();
            continue;
        }

        a = e.call(t, r);
      } catch (s) {
        a = [6, s], i = 0;
      } finally {
        o = n = 0;
      }
    }

    if (5 & a[0]) throw a[1];
    return {
      value: a[0] ? a[1] : void 0,
      done: !0
    };
  }
};

var oo = void 0 && (void 0).__decorate || function (e, t, a, n) {
  var i,
      o = arguments.length,
      s = o < 3 ? t : null === n ? n = Object.getOwnPropertyDescriptor(t, a) : n;
  if ("object" == typeof Reflect && "function" == typeof Reflect.decorate) s = Reflect.decorate(e, t, a, n);else for (var r = e.length - 1; r >= 0; r--) {
    (i = e[r]) && (s = (o < 3 ? i(s) : o > 3 ? i(t, a, s) : i(t, a)) || s);
  }
  return o > 3 && s && Object.defineProperty(t, a, s), s;
};

Object.defineProperty(o, "__esModule", {
  value: !0
});

var a = e("BaseModuleUI"),
    n = e("GlobalParams"),
    i = e("AssetsManager"),
    r = e("AudioManager"),
    s = e("CommonHelper"),
    l = e("ObjectPool"),
    _ = e("RoleSoldierInfo"),
    c = e("AD"),
    d = cc._decorator,
    h = d.ccclass,
    u = d.property,
    p = function (e) {
  function t() {
    var t = null !== e && e.apply(this, arguments) || this;
    return t.loading_bar = null, t.loading_label = null, t.hero_view = null, t.left_pleyer_node = null, t.right_player_node = null, t.mode_type_sprite = null, t;
  }

  return nn(t, e), t.prototype.initView = function () {
    e.prototype.initView.call(this), c["default"].getInstance().hideBanner(), r["default"].getInstance().playFx("loading"), this.uiManager.showTopView(!1), this.mode_type_sprite.spriteFrame = i["default"].getInstance().getModeInfoFrame("mode_type_" + n.GlobalParams.ChangeGameMode);
    var t = n.GlobalParams.GameHeroIndex.concat([]);
    t.splice(t.indexOf(n.GlobalParams.MatchGamePlayer[n.GlobalParams.MatchMyIndex].role_id), 1);

    for (var o = 0; o < 2; o++) {
      var a = s["default"].getRandomInt(0, t.length - 1),
          l = {
        hero_id: t[a],
        is_video: !0
      };
      n.GlobalParams.ReviveHeroInfo.push(l), t.splice(a, 1);
    }

    n.GlobalParams.start_time = new Date().getTime(), this.showPlayerViewInfo(), this.changeScene();
  }, t.prototype.changeScene = function () {
    return rr(this, void 0, void 0, function () {
      var e = this;
      return ss(this, function (t) {
        switch (t.label) {
          case 0:
            return this.setProgress(), this.setLabel("加载英雄资源。。。"), [4, i["default"].getInstance().loadFightPrefabs("roles_prefabs")];

          case 1:
            return t.sent(), this.setProgessOver(), this.setLabel("加载游戏资源。。。"), [4, i["default"].getInstance().loadFightPrefabs("fight")];

          case 2:
            return t.sent(), this.setProgessOver(), this.setLabel("加载音效资源。。。"), [4, i["default"].getInstance().loadFightAudio("sound/fight_sound")];

          case 3:
            return t.sent(), this.setProgessOver(), this.setLabel("加载游戏场景资源。。。"), cc.director.preloadScene("Fight", null, function (t) {
              t ? console.error("======场景加载错误========", t) : (l["default"].getInstance().init(), e.unscheduleAllCallbacks(), cc.tween(e.loading_bar).to(0.2, {
                width: 1280
              }).call(function () {
                cc.director.loadScene("Fight");
              }).start());
            }), [2];
        }
      });
    });
  }, t.prototype.setLabel = function (e) {
    this.loading_label.string = e;
  }, t.prototype.setProgress = function () {
    var e = this;
    this.unscheduleAllCallbacks(), this.loading_bar.width = 0, this.schedule(function () {
      cc.tween(e.loading_bar).by(0.2, {
        width: 10
      }).call(function () {
        e.loading_bar.width >= 1200 && e.unscheduleAllCallbacks();
      }).start();
    }, 0.2);
  }, t.prototype.setProgessOver = function () {
    var e = this;
    this.unscheduleAllCallbacks(), cc.tween(this.loading_bar).to(0.2, {
      width: 1280
    }).call(function () {
      e.setProgress();
    }).start();
  }, t.prototype.showPlayerViewInfo = function () {
    for (var e = this, t = function t(_t) {
      var a = Math.floor(_t / 2),
          r = _["default"].Role_info[n.GlobalParams.MatchGamePlayer[_t].role_id],
          s = _t % 2 == 0 ? o.left_pleyer_node.children[a] : o.right_player_node.children[a];
      s.children[0].active = _t == n.GlobalParams.MatchMyIndex, s.children[2].getComponent(cc.Sprite).spriteFrame = i["default"].getInstance().getHeroHeadFrame("hero_" + r.id), s.children[3].getComponent(cc.Label).string = "" + n.GlobalParams.MatchGamePlayer[_t].name, o.uiManager.getRoleSkele(r.id, function (o) {
        e.hero_view.children[_t].children[0].getComponent(sp.Skeleton).skeletonData = o, e.hero_view.children[_t].children[0].getComponent(sp.Skeleton).setAnimation(0, "battle_idle", !0);
      }), o.hero_view.children[_t].children[1].getComponent(cc.Label).string = n.GlobalParams.MatchGamePlayer[_t].name;
    }, o = this, a = 0; a < 10; a++) {
      t(a);
    }
  }, oo([u(cc.Node)], t.prototype, "loading_bar", void 0), oo([u(cc.Label)], t.prototype, "loading_label", void 0), oo([u(cc.Node)], t.prototype, "hero_view", void 0), oo([u(cc.Node)], t.prototype, "left_pleyer_node", void 0), oo([u(cc.Node)], t.prototype, "right_player_node", void 0), oo([u(cc.Sprite)], t.prototype, "mode_type_sprite", void 0), oo([h], t);
}(a["default"]);

o["default"] = p;

cc._RF.pop();